Making the game more aggressive and varied.

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Re: Making the game more aggressive and varied.

Postby pip » 10 Aug 2013, 07:11

Wrecks are 81% mass when there is no overkill damages, but more often than not, you get only half of it, or even nothing at all. If you get half of 81% of the mass cost of a mantis, it's not that high. Many times, units are completely destroyed, living nothing. So the starting high value is not constant.

Besides, reclaiming of wrecks allows comebacks in the game. If there was no possibility to reclaim wrecks, or at a negligible level, games would be even more often decided by the first person who loses 2 engineers in early game. Also, wrecks fields make good strategic objectives, making each game on a same map slightly different (need to adapat eco management to dynamic reclaiming), it's not just about making perfect bo with no variation on a given map. It's also possible to prevent your opponent to reclaim by constantly applying pressure, killing his engies, and overflowing him with units (ask Blackheart to show you). If reclaims were too low, it would be easy to just overspam your opponent and he would not be able to do anything.

Naval wrecks have been much more problematic issue, because of the high cost of naval units but also precisely because the sinking animation makes the wrecks appear later, thus the wrecks are generally less damaged by overkill shots. For this reason, in FAF, they give 40% of original unit mass cost.
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Re: Making the game more aggressive and varied.

Postby CopyyyCattt » 10 Aug 2013, 17:24

So GPG got it perfect?
Wreckage gets destroyed in TA/TA like games that actually have wreckage.This is not new.
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